Engineer's Last Stand by shp
You've been left alone to delay the inevitable death by the alien horde with your turret building skills. Place turrets and dodge the monsters to survive as long as you can in this satisfying action game.
Created in FTE QuakeWorld engine in 48 hours for Ludum Dare 50.


| Windows + Source | https://shp.itch.io/engineers-last-stand |
| Linux + Source | https://shp.itch.io/engineers-last-stand |
| Original URL | https://ldjam.com/events/ludum-dare/50/engineers-last-stand |
Ratings
| Overall | 89th | 3.875⭐ | 22🧑⚖️ |
| Fun | 25th | 4.125⭐ | 22🧑⚖️ |
| Innovation | 369th | 3.15⭐ | 22🧑⚖️ |
| Theme | 421th | 3.375⭐ | 22🧑⚖️ |
| Graphics | 61th | 4.175⭐ | 22🧑⚖️ |
| Audio | 118th | 3.675⭐ | 22🧑⚖️ |
| Humor | 420th | 2.306⭐ | 20🧑⚖️ |
| Mood | 156th | 3.575⭐ | 22🧑⚖️ |
| Given | 16🗳️ | 16🗨️ |
Now, about the game:
- It's not obvious that the guns have friendly-fire.
- So, you have to go for the money and be under fire from your guns.
- I would love to have extra upgrades like "money magnet" and so on.
Good game!
My strategy was to surround myself with shotgun-turrets, which worked until they turned on me: https://imgur.com/a/rgOrZTm
Got the Diamond medal though, so i guess it worked out.

Well done!
@p0l4r haha, didn't think that strategy would work, thanks for the clip!
I felt a flow for some time, but any time after I noticed that difficulty doesn't grow up, it frustrated a bit.
I suppose it would be useful addition to implement waves with difficulty increasing and maybe give enemies opportunity to damage "towers", or for only for some of them.
Anyway, great job!
@wild-fat the difficulty does scale up over time, you'll notice it from 1) more enemies spawning per group, 2) enemies getting replaced with a tougher different color variants, after some time you won't be able to one-shot pretty much any of the 3 types even with a rail gun. you will get overwhelmed eventually unless you found one of the many exploits that keep you safe lol
- Left hand is controlling movement and placing turrets, it gets pretty awkward. Right hand is for mouse, but I found myself not using it alot. Perhaps game could be switched to fixed perspective, so right hand can be arrow keys, left hand for 1-5.
- Or, since the player just moves and dodges around (no action oriented gunplay, etc.), then left hand is just WSAD movement, while mouse can be used to drag and drop turrets, walls, etc. (also on fixed perspective)
I found I could get stuck in the wall on the north side of the starting circle of walls, which is frustrating.
Otherwise, I really enjoyed the combination of unending waves of enemies, the inevitable destruction of the guns I was placing, and the ability of the guns to hurt you if you are in the way, which affected how I wanted to experiment with placing them from one attempt to another. The risk/reward of running out into the open to collect extra money is a nice dynamic, as well. I found that I enjoyed combining the shotgun with the cheaper machine gun early on until I could afford the better weapons.
I found myself wishing there was more player feedback so I could know if I was getting hurt, although I loved the shaky health bar feedback when the grenade launcher/RPG accidentally hits you.
The eventual decay of placed turrets meant that any solid defense I construct will eventually give way if I don't keep an eye on it, so I am constantly on the move not only to avoid enemies but also to build replacements as soon as I see a need for them. The action is constant, and the energy is fantastic. Well done!